| 1u | 6) **//Wind Spirit: //**Summon 122-point creatures, Friendly (+1/4) (30 Active Points); Extra Time (5 Minutes, -2), Requires A Skill Roll And A Skill Roll (Tap Skill and Magic Control; -3/4), Gestures (Complex; Requires both hands; -3/4), Spell (-1/2), Custom Modifier (Will not function indoors; -1/4), Concentration (1/2 DCV; -1/4), Side Effects (-1/4) [**Notes:** This spell summons a wind spirit messenger to deliver a light object to a distant location. (See wind spirit stats in Bestiary.) The wind spirit will initially be favorable to the Wizard'​s request if the need is great, but will require some form of inducement or coercion if the task is hazardous or lengthy. The caster will also need to provide the means for the wind spirit to find the delivery site or person.]| 3 |

| 2u | 9) **//​Infestation:​ //**RKA 1d6, Personal Immunity (+1/4), Area Of Effect Nonselective (5" Radius; +3/4), Continuous (+1), NND (Airtight armour; +1) (60 Active Points); Requires A Skill Roll And A Skill Roll (Tap Skill and Magic Control; -3/4), Gestures (Complex; Requires both hands; -3/4), Spell (-1/2), Physical Manifestation (Insects; -1/4), Concentration (1/2 DCV; -1/4), Side Effects (-1/4) [**Notes:** A swarm of vermin crawl through any holes in the armor of the target, producing a number of nasty bites and stings until they are removed. The vermin will continue their attack for as long as the caster pays the END cost. The insects can also be removed manually, but this requires a half phase action per pest.]| 6 |

| 1u | 14) **//Cats Eyes: //**UV Perception (Sight Group), Increased Arc Of Perception (240 Degrees) (7 Active Points); Requires A Skill Roll And A Skill Roll (Tap Skill and Magic Control; -3/4), Gestures (Complex; Requires both hands; -3/4), Side Effects, Side Effect occurs automatically whenever Power is used (Reforms the body into a part human, part animal form ; -1/2), Spell (-1/2), Visible (-1/4), Concentration (1/2 DCV; -1/4) [**Notes:** The eyes of the wizard become like that of a cat - large and green with vertical slit pupils. Total darkness is impenetrable to the Night Eyes, but starlight is as bright as day]| 0 |

| 1u | 3) **//Wizards Light: //**Change Environment 2" radius, Varying Effect Very Limited Group (Lights; +1/4) (12 Active Points); Gestures (Requires both hands; Complex; -3/4), Requires A Skill Roll And A Skill Roll (Tap and Magic Control; -3/4), Incantations (Complex; -1/2), Spell (-1/2), Concentration (1/2 DCV; -1/4), Side Effects (-1/4) [**Notes:** This spell allows the wizard to create a globe of light that illuminates the surrounding area as brightly as a torch, or as faintly as an ember at the wizard'​s will. The color and nature of the light can also be altered by the caster and he can send the light scooting hither and yon at his whim (within the area of effect).]| 1 |

| 1u | 2) **//The Grip of Iron: //​**Entangle 5d6, 5 DEF (50 Active Points); Gestures (Requires both hands; Complex; -3/4), Requires A Skill Roll And A Skill Roll (Tap and Magic Control; -3/4), Custom Modifier (Size of Entangle is based on metal carried by victim ; -1/2), Incantations (Complex; -1/2), Spell (-1/2), Side Effects (-1/4), Concentration (1/2 DCV; -1/4) [**Notes:** The caster can cause existing metal on the victim'​s body to lock up and restrict his movement. The more metal that is in on the target, the more effective this spell will be. (As a decent approximation,​ the GM can assume that the Entangle will have a maximum of 1 DEF for each point of DEF that the character has in metal armor, up to amount rolled for the Entangle). When the spell is broken, the metal reverts back to its original form.]| 5 |

| 1u | 4) **//Tattoo: //**(Total: 56 Active Cost, 11 Real Cost) Major Transform 2d6 (Item into Tattoo) (30 Active Points); Gestures (Requires both hands; Complex; -3/4), Requires A Skill Roll And A Skill Roll (Tap and Magic Control; -3/4), No Range (-1/2), Incantations (Complex; -1/2), Spell (-1/2), Custom Modifier ( Power cannot be used to create more tattoos than could fit on the caster'​s body ; -1/4), Side Effects (-1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 6) **plus** LS (Eating: Character does not eat; Self-Contained Breathing), Usable As Attack (+1) (26 Active Points); Gestures (Requires both hands; Complex; -3/4), Requires A Skill Roll And A Skill Roll (Tap and Magic Control; -3/4), Linked (Transform; -1/2), Incantations (Complex; -1/2), Spell (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Side Effects (-1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 5) [**Notes:** This spell will cause an inanimate object to be reduced 10-fold in size and transformed into a tattoo on the caster'​s skin. The object must be touched only at the end of the casting, enabling lit torches or campfires to be tattooized. The transformed items remain until the caster "​peels"​ the tattoo off and throws it to the ground. While in tattoo form, items appear as full-color, intricate representations of whatever is contained within. A successful dispel magic upon the caster will each item to spring back into original form instantaneously. A caster may have as many tattoos on his body as could reasonably fit. If the caster dies, all the items are immediately released.]| 6 |

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| 1u | 5) **//​Increased Awareness: //**+3 PER with all Sense Groups (9 Active Points); Gestures (Requires both hands; Complex; -3/4), Requires A Skill Roll And A Skill Roll (Tap and Magic Control; -3/4), Costs Endurance (-1/2), Incantations (Complex; -1/2), Spell (-1/2), Side Effects (-1/4), Concentration (1/2 DCV; -1/4) [**Notes:** Through the use of this spell, the caster increases his general awareness of the world around him. Once cast, the mage will notice more.]| 1 |

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| 1u | 6) **//Walk with Humility: //​**Suppress Magical Forms of Detect 4d6, any Magic power one at a time (+1/4), Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (50 Active Points); Gestures (Requires both hands; Complex; -3/4), Requires A Skill Roll And A Skill Roll (Tap and Magic Control; -3/4), Concentration,​ Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Range (-1/2), Incantations (Complex; -1/2), Spell (-1/2), Side Effects (-1/4) [**Notes:** To cast this spell, the mage must clear his mind of all egocentric thoughts. He then becomes invisible to all but the most powerful forms of magical detection. Any word, thought, or deed that is clearly egocentric is sufficient to cancel this spell.]| 0 |

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| 1u | 7) **//Form of Glass: //​**Invisibility to Sight Group (20 Active Points); Gestures (Requires both hands; Complex; -3/4), Requires A Skill Roll And A Skill Roll (Tap and Magic Control; -3/4), Extra Time (Full Phase, -1/2), Incantations (Complex; -1/2), Spell (-1/2), Side Effects (-1/4), Concentration (1/2 DCV; -1/4) [**Notes:** A mage who casts this spell becomes virtually undetectable by normal sight. The mage can still be heard, and anyone close enough to the caster will notice a disturbance in the air and will be alert.]| 2 |

| 1u | 1) **//​Telepathic Contact: //**Mind Link , Human class of minds, One Specific Mind (5 Active Points); Requires A Skill Roll And A Skill Roll (Tap and Control; -3/4), Gestures (Complex; Requires both hands; -3/4), Spell (-1/2), Incantations (Complex; -1/2), Concentration (1/2 DCV; -1/4), Side Effects (-1/4) [**Notes:** When contact must be made with another mind, there is no substitute for this spell. Note that the caster must have permission from their targets before using this spell.]| 0 |